# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
		
			
				
	
	
		
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates the use of "one-shot systems", which run once when triggered.
 | 
						|
//!
 | 
						|
//! These can be useful to help structure your logic in a push-based fashion,
 | 
						|
//! reducing the overhead of running extremely rarely run systems
 | 
						|
//! and improving schedule flexibility.
 | 
						|
//!
 | 
						|
//! See the [`World::run_system`](World::run_system) or
 | 
						|
//! [`World::run_system_once`](World#method.run_system_once_with)
 | 
						|
//! docs for more details.
 | 
						|
 | 
						|
use bevy::{
 | 
						|
    ecs::system::{RunSystemOnce, SystemId},
 | 
						|
    prelude::*,
 | 
						|
};
 | 
						|
 | 
						|
fn main() {
 | 
						|
    App::new()
 | 
						|
        .add_plugins(DefaultPlugins)
 | 
						|
        .add_systems(
 | 
						|
            Startup,
 | 
						|
            (
 | 
						|
                setup_ui,
 | 
						|
                setup_with_commands,
 | 
						|
                setup_with_world.after(setup_ui), // since we run `system_b` once in world it needs to run after `setup_ui`
 | 
						|
            ),
 | 
						|
        )
 | 
						|
        .add_systems(Update, (trigger_system, evaluate_callbacks).chain())
 | 
						|
        .run();
 | 
						|
}
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct Callback(SystemId);
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct Triggered;
 | 
						|
 | 
						|
#[derive(Component)]
 | 
						|
struct A;
 | 
						|
#[derive(Component)]
 | 
						|
struct B;
 | 
						|
 | 
						|
fn setup_with_commands(mut commands: Commands) {
 | 
						|
    let system_id = commands.register_system(system_a);
 | 
						|
    commands.spawn((Callback(system_id), A));
 | 
						|
}
 | 
						|
 | 
						|
fn setup_with_world(world: &mut World) {
 | 
						|
    // We can run it once manually
 | 
						|
    world.run_system_once(system_b).unwrap();
 | 
						|
    // Or with a Callback
 | 
						|
    let system_id = world.register_system(system_b);
 | 
						|
    world.spawn((Callback(system_id), B));
 | 
						|
}
 | 
						|
 | 
						|
/// Tag entities that have callbacks we want to run with the `Triggered` component.
 | 
						|
fn trigger_system(
 | 
						|
    mut commands: Commands,
 | 
						|
    query_a: Single<Entity, With<A>>,
 | 
						|
    query_b: Single<Entity, With<B>>,
 | 
						|
    input: Res<ButtonInput<KeyCode>>,
 | 
						|
) {
 | 
						|
    if input.just_pressed(KeyCode::KeyA) {
 | 
						|
        let entity = *query_a;
 | 
						|
        commands.entity(entity).insert(Triggered);
 | 
						|
    }
 | 
						|
    if input.just_pressed(KeyCode::KeyB) {
 | 
						|
        let entity = *query_b;
 | 
						|
        commands.entity(entity).insert(Triggered);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
/// Runs the systems associated with each `Callback` component if the entity also has a `Triggered` component.
 | 
						|
///
 | 
						|
/// This could be done in an exclusive system rather than using `Commands` if preferred.
 | 
						|
fn evaluate_callbacks(query: Query<(Entity, &Callback), With<Triggered>>, mut commands: Commands) {
 | 
						|
    for (entity, callback) in query.iter() {
 | 
						|
        commands.run_system(callback.0);
 | 
						|
        commands.entity(entity).remove::<Triggered>();
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
fn system_a(entity_a: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
 | 
						|
    *writer.text(*entity_a, 3) = String::from("A");
 | 
						|
    info!("A: One shot system registered with Commands was triggered");
 | 
						|
}
 | 
						|
 | 
						|
fn system_b(entity_b: Single<Entity, With<Text>>, mut writer: TextUiWriter) {
 | 
						|
    *writer.text(*entity_b, 3) = String::from("B");
 | 
						|
    info!("B: One shot system registered with World was triggered");
 | 
						|
}
 | 
						|
 | 
						|
fn setup_ui(mut commands: Commands) {
 | 
						|
    commands.spawn(Camera2d);
 | 
						|
    commands
 | 
						|
        .spawn((
 | 
						|
            Text::default(),
 | 
						|
            TextLayout::new_with_justify(JustifyText::Center),
 | 
						|
            Node {
 | 
						|
                align_self: AlignSelf::Center,
 | 
						|
                justify_self: JustifySelf::Center,
 | 
						|
                ..default()
 | 
						|
            },
 | 
						|
        ))
 | 
						|
        .with_children(|p| {
 | 
						|
            p.spawn(TextSpan::new("Press A or B to trigger a one-shot system\n"));
 | 
						|
            p.spawn(TextSpan::new("Last Triggered: "));
 | 
						|
            p.spawn((
 | 
						|
                TextSpan::new("-"),
 | 
						|
                TextColor(bevy::color::palettes::css::ORANGE.into()),
 | 
						|
            ));
 | 
						|
        });
 | 
						|
}
 |